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igrica-pik.ino
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igrica-pik.ino
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#include "LedControl.h"
#include "pitches.h"
// MAX7219 LED Module
const int Pin_LED_DIN = 12;
const int Pin_LED_CLK = 10;
const int Pin_LED_CS = 11;
LedControl lc=LedControl(Pin_LED_DIN, Pin_LED_CLK, Pin_LED_CS, 1);
// Rotary encoder module
const int Pin_Rotary_CLK = 2;
const int Pin_Rotary_DT = 3;
const int Pin_Rotary_SW = 4;
// Passive buzzer
const int Pin_Buzzer = 8;
const int WIN_MELODY_SIZE = 8;
const int LOOSE_MELODY_SIZE = 3;
int winMelody[WIN_MELODY_SIZE] = { NOTE_C5, NOTE_D5, NOTE_E5, NOTE_F5, NOTE_G5, NOTE_A5, NOTE_B5, NOTE_C6 };
int looseMelody[LOOSE_MELODY_SIZE] = { NOTE_E4, NOTE_D4, NOTE_C4 };
// Player position, rotary encoder module movement and button
int playerPosition = 0;
int rotation;
int value;
boolean isClockwise;
boolean buttonPressed = false;
// Map path (spiral pattern)
const int xMap[64] = {
0, 1, 2, 3, 4, 5, 6, 7,
7, 7, 7, 7, 7, 7, 7,
6, 5, 4, 3, 2, 1, 0,
0, 0, 0, 0, 0, 0,
1, 2, 3, 4, 5, 6,
6, 6, 6, 6, 6,
5, 4, 3, 2, 1,
1, 1, 1, 1,
2, 3, 4, 5,
5, 5, 5,
4, 3, 2,
2, 2,
3, 4,
4, 3,
};
const int yMap[64] = {
0, 0, 0, 0, 0, 0, 0, 0,
1, 2, 3, 4, 5, 6, 7,
7, 7, 7, 7, 7, 7, 7,
6, 5, 4, 3, 2, 1,
1, 1, 1, 1, 1, 1,
2, 3, 4, 5, 6,
6, 6, 6, 6, 6,
5, 4, 3, 2,
2, 2, 2, 2,
3, 4, 5,
5, 5, 5,
4, 3,
3, 3,
4, 4,
};
// Enemies
struct Enemy {
int position;
boolean alive;
};
const int ENEMIES_SIZE = 5;
struct Enemy enemies[ENEMIES_SIZE] = {
{ 7, true },
{ 12, true },
{ 24, true },
{ 41, true },
{ 58, true },
};
// Used for random seed
const int Pin_Empty = 13;
void setup() {
// Debugging
// Serial.begin(9600);
// The MAX72XX is in power-saving mode on startup, we have to do a wakeup call
lc.shutdown(0, false);
// Set LED brightness
lc.setIntensity(0, 1);
// Pins
pinMode(Pin_Rotary_CLK, INPUT);
pinMode(Pin_Rotary_DT, INPUT);
pinMode(Pin_Rotary_SW, INPUT);
digitalWrite(Pin_Rotary_SW, HIGH); // Pull-Up resistor for switch
rotation = digitalRead(Pin_Rotary_CLK);
randomSeed(analogRead(Pin_Empty));
// New game
initializeGame(true);
}
void initializeGame(boolean randomizeEnemyPositions) {
lc.clearDisplay(0);
playerPosition = 0;
lc.setLed(0, xMap[playerPosition], yMap[playerPosition], true);
// Set enemies
for (int i = 0; i < ENEMIES_SIZE; i++) {
enemies[i].alive = true;
if (randomizeEnemyPositions) {
enemies[i].position = random(2, 63);
}
lc.setLed(0, xMap[enemies[i].position], yMap[enemies[i].position], true);
}
}
void winSequence() {
const int TONE_DURATION = 500;
for (int thisNote = 0; thisNote < WIN_MELODY_SIZE; thisNote++) {
tone(Pin_Buzzer, winMelody[thisNote], TONE_DURATION);
// Blink display
for (int x = 0; x < 8; x++) {
for (int y = 0; y < 8; y++) {
lc.setLed(0, x, y, true);
}
}
delay(TONE_DURATION / 2);
// Blink display
for (int x = 0; x < 8; x++) {
for (int y = 0; y < 8; y++) {
lc.setLed(0, x, y, false);
}
}
delay(TONE_DURATION / 2);
}
}
void looseSequence() {
const int TONE_DURATION = 500;
for (int thisNote = 0; thisNote < LOOSE_MELODY_SIZE; thisNote++) {
tone(Pin_Buzzer, looseMelody[thisNote], TONE_DURATION);
delay(TONE_DURATION);
}
}
void loop() {
// we use the DT pin to find out which way we turning
value = digitalRead(Pin_Rotary_CLK);
if (value != rotation) {
if (digitalRead(Pin_Rotary_DT) != value) {
// Clockwise
isClockwise = true;
if (playerPosition < 63) {
playerPosition ++;
}
} else {
// Counterclockwise
isClockwise = false;
if (playerPosition > 0) {
playerPosition--;
}
}
// Debugging
/* Serial.print("Player position: ");
Serial.print(playerPosition);
Serial.print(", x");
Serial.print(xMap[playerPosition]);
Serial.print(", y");
Serial.println(yMap[playerPosition]); */
}
rotation = value;
// Draw player position
lc.setLed(0, xMap[playerPosition], yMap[playerPosition], true);
if (!digitalRead(Pin_Rotary_SW)) {
buttonPressed = true;
} else {
buttonPressed = false;
}
for (int i = 0; i < ENEMIES_SIZE; i++) {
// Shoot enemy
if (buttonPressed && (playerPosition + 2 == enemies[i].position || playerPosition + 1 == enemies[i].position)) {
lc.setLed(0, xMap[enemies[i].position], yMap[enemies[i].position], false);
enemies[i].alive = false;
}
// Check if enemy is shooting
if (enemies[i].alive && enemies[i].position <= playerPosition) {
// Player dies, reset game using same enemy positions (no randomizeEnemyPositions)
looseSequence();
initializeGame(false);
}
}
// Win
if (playerPosition == 63) {
// New game
winSequence();
initializeGame(true);
}
}